leandrojas_
Squire
Hello!
First of all I wish to apologize to you for my poor English.
Well, I come to ask for help. Because in my limited knowledge about the module system I do not find the solution.
I want to change the system of the siege of the game.
I hate to just fight in the walls and only with that having conquered the city.
So it is my desire to do more complicated and prolonged sieges of cities.
Because my English is not very good I will try to explain with pictures and so I avoid the tortuous task of writing.
This is my idea:
Separating the city into two parts (or more) and according to the number of parts (I call them "zone") the garrison of the city is divided.
Example:
Red: The normal scene, by default in the Native.
Blue. The new zone. With a new scene in which they fought in the streets of the city or in another section of the walls.
It's like this:
Green is the enemy. (or the attacker)
Green shows the progress and conquest during the siege.
Sorry if I can not explain better. I think with the images is sufficient. But if you do not understand what I want. Please tell me.
Because I do not do well in the English language, surely I forget to mention something.
At the moment I would like to use scenes that I have created and to access and modify them. It is necessary, I believe, create a menu in module_game_menus.py
Like this:
In module_game_menus.py
For that you need to add this in:
module_scenes.py
After that:
And before that:
This one in:
module_constants.py
This other in:
module_scripts.py
(Only what is between "#")
And then this other in game_menus.py
Then I should also add:
Inside: "....\mod\SceneObj\"
scn_town_1_walls_1_a.sco
scn_town_2_walls_1_a.sco
scn_town_3_walls_1_a.sco
scn_town_4....etc....
Ok ...
I think this should work.
But is that correct?
What else is needed for the scenes work correctly?
Keeping in mind that I want it to work the same way as the menu:
Please help in this. In order to make it functional.
Also if you can explain how to do to divide the garrison of troops between the different scenes also appreciate it. Although I think this is something a little more complicated than simply run a menu.
Greetings!
Again I apologize for my poor English and could not elaborate more.
P/D: Paint rules!
First of all I wish to apologize to you for my poor English.
Well, I come to ask for help. Because in my limited knowledge about the module system I do not find the solution.
I want to change the system of the siege of the game.
I hate to just fight in the walls and only with that having conquered the city.
So it is my desire to do more complicated and prolonged sieges of cities.
Because my English is not very good I will try to explain with pictures and so I avoid the tortuous task of writing.
This is my idea:
Separating the city into two parts (or more) and according to the number of parts (I call them "zone") the garrison of the city is divided.
Example:
Red: The normal scene, by default in the Native.
Blue. The new zone. With a new scene in which they fought in the streets of the city or in another section of the walls.
It's like this:
Green is the enemy. (or the attacker)
Green shows the progress and conquest during the siege.
Sorry if I can not explain better. I think with the images is sufficient. But if you do not understand what I want. Please tell me.
Because I do not do well in the English language, surely I forget to mention something.
At the moment I would like to use scenes that I have created and to access and modify them. It is necessary, I believe, create a menu in module_game_menus.py
Like this:
In module_game_menus.py
Code:
("castle_cheat_town_walls",
[
(eq, "$cheat_mode", 1),
(party_slot_eq,"$current_town",slot_party_type, spt_town),
],
"{!}CHEAT! Town Walls.",
[
(party_get_slot, ":scene", "$current_town", slot_town_walls),
(set_jump_mission,"mt_ai_training"),
(jump_to_scene,":scene"),
(change_screen_mission),
]),
For that you need to add this in:
module_scenes.py
Code:
##############
("town_1_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300010c800054d5c00004af000005d3f00002ca0",
[],[],"outer_terrain_plain"),
("town_2_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300010c800054d5c00004af000005d3f00002ca0",
[],[],"outer_terrain_plain"),
("town_3_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000300214100003ecfb00002b930000051900002c29",
[],[],"outer_terrain_plain"),
("town_4_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300010c800054d5c00004af000005d3f00002ca0",
[],[],"outer_terrain_plain"),
("town_5_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030024e108003fd0100007bd300006c31000061aa",
[],[],"outer_terrain_plain"),
("town_6_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002300015e300063d8800002757000055df00001b08",
[],[],"sea_outer_terrain_1"),
("town_7_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013002491600055157000000d20000152a0000611a",
[],[],"outer_terrain_plain"),
("town_8_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013002491600055157000000d20000152a0000611a",
[],[],"outer_terrain_plain"),
("town_9_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000140015033000651900000159f0000619800006af6",
[],[],"outer_terrain_snow"),
("town_10_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200011af00065192000067110000688300003435",
[],[],"outer_terrain_steppe"),
("town_11_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000140015033000651900000159f0000619800006af6",
[],[],"outer_terrain_snow"),
("town_12_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300010c800054d5c00004af000005d3f00002ca0",
[],[],"outer_terrain_plain"),
("town_13_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000130028e320005e17b00004a14000006d70000019d",
[],[],"outer_terrain_plain"),
("town_14_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200011af00065192000067110000688300003435",
[],[],"outer_terrain_steppe"),
("town_15_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030024e108003fd0100007bd300006c31000061aa",
[],[],"outer_terrain_plain"),
("town_16_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013001c98d0005b56d000072a70000240a00001e09",
[],[],"outer_terrain_steppe"),
("town_17_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200011af00065192000067110000688300003435",
[],[],"outer_terrain_steppe"),
("town_18_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200011af00065192000067110000688300003435",
[],[],"outer_terrain_steppe"),
("town_19_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200011af00065192000067110000688300003435",
[],[],"outer_terrain_desert"),
("town_20_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000a0650001e9a00a505418000581f000028c800000143",
[],[],"outer_terrain_desert"),
("town_21_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000150051a800004190400003f8c0000352b000014d8",
[],[],"outer_terrain_desert"),
("town_22_walls_1_a",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000025a00723200046d1b00003e020000147600004387",
[],[],"outer_terrain_desert"),
##############
After that:
Code:
("town_22_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000025a00723200046d1b00003e020000147600004387",
[],[],"outer_terrain_desert"),
And before that:
Code:
("town_1_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x300bc5430001e0780000448a0000049f00007932",
[],[],"outer_terrain_plain"),
module_constants.py
Code:
###
slot_zona_1_a = 251
###
This other in:
module_scripts.py
(Only what is between "#")
Code:
# Towns (loop)
(try_for_range, ":town_no", towns_begin, towns_end),
(store_sub, ":offset", ":town_no", towns_begin),
(party_set_slot,":town_no", slot_party_type, spt_town),
#(store_add, ":cur_object_no", "trp_town_1_seneschal", ":offset"),
#(party_set_slot,":town_no", slot_town_seneschal, ":cur_object_no"),
(store_add, ":cur_object_no", "scn_town_1_center", ":offset"),
(party_set_slot,":town_no", slot_town_center, ":cur_object_no"),
(store_add, ":cur_object_no", "scn_town_1_castle", ":offset"),
(party_set_slot,":town_no", slot_town_castle, ":cur_object_no"),
(store_add, ":cur_object_no", "scn_town_1_prison", ":offset"),
(party_set_slot,":town_no", slot_town_prison, ":cur_object_no"),
(store_add, ":cur_object_no", "scn_town_1_walls", ":offset"),
(party_set_slot,":town_no", slot_town_walls, ":cur_object_no"),
##############
(store_add, ":cur_object_no", "scn_town_1_walls_1_a", ":offset"),
(party_set_slot,":town_no", slot_zona_1_a, ":cur_object_no"),
##############
(store_add, ":cur_object_no", "scn_town_1_tavern", ":offset"),
(party_set_slot,":town_no", slot_town_tavern, ":cur_object_no"),
And then this other in game_menus.py
Code:
("zona_1_a",
[
(eq, "$cheat_mode", 1),
(party_slot_eq,"$current_town",slot_party_type, spt_town),
],
"ZONA 1A.",
[
(party_get_slot, ":scene", "$current_town", slot_zona_1_a),
(set_jump_mission,"mt_ai_training"),
(jump_to_scene,":scene"),
(change_screen_mission),
]),
Then I should also add:
Inside: "....\mod\SceneObj\"
scn_town_1_walls_1_a.sco
scn_town_2_walls_1_a.sco
scn_town_3_walls_1_a.sco
scn_town_4....etc....
Ok ...
I think this should work.
But is that correct?
What else is needed for the scenes work correctly?
Keeping in mind that I want it to work the same way as the menu:
Code:
("castle_cheat_town_walls",
[
(eq, "$cheat_mode", 1),
(party_slot_eq,"$current_town",slot_party_type, spt_town),
],
"{!}CHEAT! Town Walls.",
[
(party_get_slot, ":scene", "$current_town", slot_town_walls),
(set_jump_mission,"mt_ai_training"),
(jump_to_scene,":scene"),
(change_screen_mission),
]),
Please help in this. In order to make it functional.
Also if you can explain how to do to divide the garrison of troops between the different scenes also appreciate it. Although I think this is something a little more complicated than simply run a menu.
Greetings!
Again I apologize for my poor English and could not elaborate more.
P/D: Paint rules!